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Dude, I'm describing gameplay stylistic differences and you're bringing up ping. Missing the point. Quoted post I responded to was complaining about the Japanese community's lack of experience with console shooters, which is a fairly bogus claim. My counter-claim is that their expressed tactics...
...not EVO, because EVO is for fighting games, not shooters. I can see MLG being interested, though. Or for grassroots to develop alongside the current Smash events--there's significant playerbase overlap specific to the two games.
What. No. It's the opposite for me, and I'm playing from Taiwan. When I try during NA hours, it's a miserable experience, full of wankers that wander around spawnpoint aiming their charger at the skybox instead of rushing to lock down the choke. The Japanese players are mostly fine (minus the...
I wonder if there's a modifier for the side that gets less votes? Otherwise, there really is a lot to gain to try and rig these things. More people = greater average # of wins = everybody gets snails.
If you're using weapons that get you good kill scores, but still end up losing, it's probably because your loadout is too centered on PVP and not enough on area control. Try reworking your strategy towards map control over combat--Splat Walls are good for this, as are sprinklers and ink mines...
Having difficulty getting over the B- hump. My performance is good, I'm making up for shi-...silly teammates enough that my overall w/l ratio is solid...
...but I keep getting multiple DCs in a row when I near the 80-90 pt range, knocking back my progression. T_T
Nnnooo, I gotta disagree on the idea that Splatoon's got a particularly large difficulty curve. Especially for an FPS. Note that weapon behavior is largely static between models--once you've played with the first four or five weapons, you've largely familiarized yourself with their gameplay...
Worst feeling in the world is when your team's two paintbrushes, a roller, and you with the only ranged weapon, all into a 4-shooter composition. Not enough deterrence fire to give the roller space to breathe. Paintbrushes outranged by friggin Aerosprays help nada. I can only do so much with a...
Hilariously, the center tower's nothing but bait in Splat Zone. So many deaths received and dealt trying to contest it. Oh, sure, the height advantage is great--but because of the ludicrously many different angles of approaches both sides have to the tower, it's also a giant magnet for bombs...
Feels like this map absolutely needs a Splat Wall weapon, but not to seal off the center path. The enemy sniper's nest by the side approach makes the entire center area a deathtrap, so you need something to push them off of it. A two-man combo of grenade + wall, or even the wall alone, not only...
Paint.
The Damn.
Laterals.
Going straight through the alleys is nice and all, but too many people are failing to also cover the connecting paths. That's either making it easy for me to pick off enemy players, when I'm ahead, or frustrates me because the teammate covering my rear forgot to...
If your only experience with Port Mackerel was with Turf War, I heavily recommend trying the Splat Zone version when it's on rotation. Significantly different dynamics.